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Illithid Powers
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Illithid Powers

Discover the psionic might of Illithids (Mind Flayers) in Makers of Mortality. Learn about their abilities, traits, and how they dominate the Underdark.

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Discover the psionic might of Illithids (Mind Flayers) in Makers of Mortality. Learn about their abilities, traits, and how they dominate the Underdark.

Hey there! So, you're diving into the world of Makers of Mortality and want to know about those creepy Illithids, huh? They're also called Mind Flayers, and trust me, they're as sinister as they sound. They come from the deep, dark Underdark and are known for their psionic powers. Think mind control, telekinesis – the whole psychic shebang. Physically, they're tall and slender, with weird, tentacle-like things around their mouths that they use to, uh, eat brains. Gross, right? Their eyes are usually pale and pupil-less. They communicate telepathically, which is how they invade your thoughts and dominate others. Illithids have a whole society, often ruled by a massive brain creature called an Elder Brain. This thing is like a supercomputer for the colony, storing all their knowledge and memories. They reproduce through something called ceremorphosis, where a humanoid's brain is basically turned into a new Illithid. It's a pretty disturbing process where the original identity is lost. Here's a quick rundown of their stats and abilities: * Ability Scores: They're not the strongest physically (Strength -2, Constitution -2), but they're smart and wise (Intelligence +2, Wisdom +2). * Age: They live a long time, up to 500 years, and reach adulthood in about a year. * Size: Medium or Large, 5 to 7 feet tall. * Speed: 25 feet. * Darkvision: 60 feet. * Senses: They're good at Arcana, Investigation, Acrobatics, Sleight of Hand, Stealth, and History. * Elder Race Ancestry: They get access to Elder Magic. * Sleep: They need about 12 hours of sleep a day. If they miss it, they get exhausted. * Languages: Common plus one extra language. * Innate Spells & Abilities (Intelligence-based): * Daze (1/day) * Ghost Sound (1/day) * Detect Magic (3/day) * Cantrip (3/day) * Resistance (3/day) * Minor Image (3/day) * Mage Armor (1/day) * Silent Image (1/day) * Attacks: They have Poison Pincers that deal 1d4+Str damage, plus a nasty poison that hits Strength hard. First, it's 1d6 Str damage, and after a minute, it's a whopping 2d6 Str damage if you don't resist it! * Special Abilities: * Shape Change: They can transform into humanoids they've studied, looking and acting just like them. However, in humanoid form, they lose some abilities like speed and climbing. They can't bite, web, or poison in this form. If they shift into a hybrid-humanoid form, they can use weapons and armor and keep their natural speed and climbing. * Web: In their natural spider form, they can shoot webs up to 212 times a day. These webs last about an hour. They have 6 hit points and no hardness, but fire damage is doubled. Escaping requires a DC 13 Escape Artist check or a DC 17 Strength check. The DCs are based on Intelligence. * Ensnaring Web: They can throw a 10-foot diameter web up to 50 feet to completely immobilize a target. * Tripping Web: They can shoot a line of web up to 50 feet. This can be used like a lasso to trip or ensnare someone, or even to disarm them of a specific item. They can also use this web to anchor themselves for climbing or to prevent a target from moving away.

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